Duct Tape Dude wrote:That's an interesting article. I wonder what sorcery MS is doing to make the details "pop" compared to the PS4 (maybe that DirectX tile mapping thing they were bragging about a while ago?). The textured details seem better on the XO, but the postprocessing and particle effects seem better on the PS4. Aside from the slight resolution bump, they seem different, not necessarily superior or inferior to one another overall. I could see the pixelation from 900p to 720p though.
I just spent the last two months editing a BF3 montage, fresh from intensive hours of color correction. It's crushed blacks. Viewing the video from a calibrated monitor it's quite clear.
That pixelation you're seeing is unlikely to be a difference present in the source content. Youtube compression is unkind to game content as the bitrate requirements for it are far higher than film due to the constantly moving camera. To completely reduce visible artifacts game content can need up to four times the bitrate of film during scenes with a lot of action.
This brings me towards doubts over Foundries capture methods.
I can't seem to find any information on what delivery format - libraries, encoding settings - Digital Foundry uses. I also could not find anything more than inference concerning the program and codecs they capture in - they were using vdub in a demonstration video and mentioned Cineform support. What I really would like to know is at what point does the colorspace conversion to YUV12 occur? Better yet, what NLE do they use? Do they export the project with Cineform out of the NLE, frameserve to an external program, or encode to a delivery format within the NLE? How can their results stand up to criticism if their methodology and workflow remain unknown?
What confuses me the most is that DF seems unaware of MS's past issues with full RGB output. Specific settings need to be used for it to actually work on the 360 and even these were broken and fixed multiple times by MS updates. I would come out the gate expecting the same from the XBO. Better yet, testing if this is the case is very simple. Incredibly simple. Import the footage into the NLE and add a levels filter to test which colorspace it actually is in.
Worse, they're trying to do close-detail comparisons with JPEG images. How hard is it to use PNG? I can't tell whether or I'm seeing ringing from JPEG compression of just how the 'game looks' that close up.
The editor should have someone double-checking matters like this. The extent of error here is... compromising. When I said incredibly simple, I meant it.
Basic levels filter in Photoshop CC: